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Session Name Math for Game Programmers: Predictable Projectiles
Speaker(s) Chris Stark
Company Name(s) Robot Entertainment
Track / Format Programming
Overview In many games, AI actors must lead the player with a projectile; firing directly at the player won't do. This practical talk explains the math and code behind predictive linear and ballistic projectile aiming, how to handle practical variations (avoiding ceilings, too-close and too-far, no-solution cases, missing convincingly, etc.), and best practices for exposing knobs to designers. All techniques will be illustrated by experiences implementing projectiles in the 'Orcs Must Die!' series.

GDC 2017

Chris Stark

Robot Entertainment

free content

Programming

Programming


UBM Tech